示例#1
0
        //////////////////////////////////
        ///
        private void EGMI_ACK_MOVE(int id, MemoryStream stream)
        {
            Debug.Log("Move " + Time.time);

            NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream);

            NFMsg.ReqAckPlayerPosSync xData = NFMsg.ReqAckPlayerPosSync.Parser.ParseFrom(xMsg.MsgData);

            if (xData.SyncUnit.Count <= 0)
            {
                return;
            }

            NFMsg.PosSyncUnit syncUnit = xData.SyncUnit[0];

            NFGUID xMover = mHelpModule.PBToNF(syncUnit.Mover);

            if (xMover.IsNull())
            {
                Debug.LogError("xMover " + Time.time);
                return;
            }

            if (xMover == mLoginModule.mRoleID)
            {
                return;
            }

            GameObject xGameObject = mSceneModule.GetObject(xMover);

            if (!xGameObject)
            {
                Debug.LogError("xGameObject " + Time.time);
                return;
            }

            NFHeroMotor xHeroMotor = xGameObject.GetComponent <NFHeroMotor>();

            if (!xHeroMotor)
            {
                Debug.LogError("xHeroSync " + Time.time);
                return;
            }

            UnityEngine.Vector3 v = new UnityEngine.Vector3();
            v.x = syncUnit.Pos.X;
            v.y = syncUnit.Pos.Y;
            v.z = syncUnit.Pos.Z;
            xHeroMotor.MoveTo(v);
        }
        private void EGMI_ACK_MOVE_IMMUNE(int id, MemoryStream stream)
        {
            Debug.Log("EGMI_ACK_MOVE_IMMUNE " + Time.time);
            NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream);

            NFMsg.ReqAckPlayerPosSync xData = NFMsg.ReqAckPlayerPosSync.Parser.ParseFrom(xMsg.MsgData);

            if (xData.SyncUnit.Count <= 0)
            {
                return;
            }

            NFGUID xMover = mHelpModule.PBToNF(xData.Mover);

            if (xMover.IsNull())
            {
                return;
            }

            GameObject xGameObject = mSceneModule.GetObject(xMover);

            if (!xGameObject)
            {
                return;
            }

            NFHeroSync xHeroSync = xGameObject.GetComponent <NFHeroSync>();

            if (!xHeroSync)
            {
                return;
            }


            //TODO
            //GC----------

            /*
             * UnityEngine.Vector3 v = new UnityEngine.Vector3();
             * v.x = vector.X;
             * v.y = vector.Y;
             * v.z = vector.Z;
             */
            //xHeroSync.AddSyncData(v);

            //float fSpeed = mKernelModule.QueryPropertyInt(xMover, NFrame.NPC.MOVE_SPEED) / 100.0f;
            //fSpeed *= 1.5f;
            //mSceneModule.MoveImmuneBySpeed(PBToNF(xData.mover), new Vector3(xData.target_pos[0].x, xData.target_pos[0].y, xData.target_pos[0].z), fSpeed, true);
        }
示例#3
0
 public override void Execute(GameObject gameObject)
 {
     base.Execute(gameObject);
     if (gameObject.transform.position.y < -10)
     {
         GameObject go = mSceneModule.GetObject(mLoginModule.mRoleID);
         if (go != null)
         {
             if (Vector3.Distance(go.transform.position, gameObject.transform.position) < 50)
             {
                 vector3.x = gameObject.transform.position.x;
                 vector3.y = 22;
                 vector3.z = gameObject.transform.position.z;
                 gameObject.transform.position = vector3;
             }
         }
     }
 }
示例#4
0
 public override void Execute(GameObject gameObject)
 {
     if (xHeroMotor.isOnGround)
     {
         mAnimatStateController.PlayAnimaState(NFAnimaStateType.JumpLand, -1);
     }
     else
     {
         if (gameObject.transform.position.y < -5)
         {
             GameObject go = mSceneModule.GetObject(mLoginModule.mRoleID);
             if (go != null)
             {
                 if (Vector3.Distance(go.transform.position, gameObject.transform.position) < 50)
                 {
                     vector3.x = gameObject.transform.position.x;
                     vector3.y = 22;
                     vector3.z = gameObject.transform.position.z;
                     gameObject.transform.position = vector3;
                 }
             }
         }
     }
 }
        //////////////////////////////////
        ///
        private void EGMI_ACK_MOVE(int id, MemoryStream stream)
        {
            Debug.Log("Move " + Time.time);

            NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream);

            NFMsg.ReqAckPlayerPosSync xData = NFMsg.ReqAckPlayerPosSync.Parser.ParseFrom(xMsg.MsgData);

            if (xData.SyncUnit.Count <= 0)
            {
                return;
            }

            for (int i = 0; i < xData.SyncUnit.Count; ++i)
            {
                NFMsg.PosSyncUnit syncUnit = xData.SyncUnit[i];

                NFGUID xMover = mHelpModule.PBToNF(syncUnit.Mover);

                if (xMover.IsNull())
                {
                    Debug.LogError("xMover " + Time.time);
                    return;
                }

                if (xMover == mLoginModule.mRoleID && syncUnit.Type == PosSyncUnit.Types.EMoveType.EmtWalk)
                {
                    //平常自己行走不需要同步
                    return;
                }

                GameObject xGameObject = mSceneModule.GetObject(xMover);
                if (!xGameObject)
                {
                    Debug.LogError("xGameObject " + Time.time);
                    return;
                }

                NFHeroMotor xHeroMotor = xGameObject.GetComponent <NFHeroMotor>();
                if (!xHeroMotor)
                {
                    Debug.LogError("xHeroSync " + Time.time);
                    return;
                }

                NFHeroSync xHeroSync = xGameObject.GetComponent <NFHeroSync>();
                if (!xHeroSync)
                {
                    Debug.LogError("xHeroSync " + Time.time);
                    return;
                }
                UnityEngine.Vector3 v = new UnityEngine.Vector3();
                v.x = syncUnit.Pos.X;
                v.y = syncUnit.Pos.Y;
                v.z = syncUnit.Pos.Z;

                if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EmtWalk)
                {
                    xHeroSync.AddSyncData(xData.Sequence, syncUnit);
                }
                else if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EetSpeedy)
                {
                    xHeroMotor.MoveToImmune(v, 0.1f);
                }
                else if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EetTeleport)
                {
                    xHeroMotor.MoveToImmune(v, 0.001f);
                }
            }
        }